1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // https://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_EVENTS 0
28 #define DEBUG_EVENTS_BUTTON (DEBUG_EVENTS * 0)
29 #define DEBUG_EVENTS_MOTION (DEBUG_EVENTS * 0)
30 #define DEBUG_EVENTS_WHEEL (DEBUG_EVENTS * 1)
31 #define DEBUG_EVENTS_WINDOW (DEBUG_EVENTS * 0)
32 #define DEBUG_EVENTS_FINGER (DEBUG_EVENTS * 0)
33 #define DEBUG_EVENTS_TEXT (DEBUG_EVENTS * 1)
34 #define DEBUG_EVENTS_KEY (DEBUG_EVENTS * 1)
37 static boolean cursor_inside_playfield = FALSE;
38 static int cursor_mode_last = CURSOR_DEFAULT;
39 static unsigned int special_cursor_delay = 0;
40 static unsigned int special_cursor_delay_value = 1000;
42 static boolean stop_processing_events = FALSE;
45 // forward declarations for internal use
46 static void HandleNoEvent(void);
47 static void HandleEventActions(void);
50 // event filter to set mouse x/y position (for pointer class global animations)
51 // (this is especially required to ensure smooth global animation mouse pointer
52 // movement when the screen is updated without handling events; this can happen
53 // when drawing door/envelope request animations, for example)
55 int FilterMouseMotionEvents(void *userdata, Event *event)
57 if (event->type == EVENT_MOTIONNOTIFY)
59 int mouse_x = ((MotionEvent *)event)->x;
60 int mouse_y = ((MotionEvent *)event)->y;
62 UpdateRawMousePosition(mouse_x, mouse_y);
68 // event filter especially needed for SDL event filtering due to
69 // delay problems with lots of mouse motion events when mouse button
70 // not pressed (X11 can handle this with 'PointerMotionHintMask')
72 // event filter addition for SDL2: as SDL2 does not have a function to enable
73 // or disable keyboard auto-repeat, filter repeated keyboard events instead
75 static int FilterEvents(const Event *event)
79 // skip repeated key press events if keyboard auto-repeat is disabled
80 if (event->type == EVENT_KEYPRESS &&
85 if (event->type == EVENT_BUTTONPRESS ||
86 event->type == EVENT_BUTTONRELEASE)
88 ((ButtonEvent *)event)->x -= video.screen_xoffset;
89 ((ButtonEvent *)event)->y -= video.screen_yoffset;
91 else if (event->type == EVENT_MOTIONNOTIFY)
93 ((MotionEvent *)event)->x -= video.screen_xoffset;
94 ((MotionEvent *)event)->y -= video.screen_yoffset;
97 if (event->type == EVENT_BUTTONPRESS ||
98 event->type == EVENT_BUTTONRELEASE ||
99 event->type == EVENT_MOTIONNOTIFY)
101 // do not reset mouse cursor before all pending events have been processed
102 if (gfx.cursor_mode == cursor_mode_last &&
103 ((game_status == GAME_MODE_TITLE &&
104 gfx.cursor_mode == CURSOR_NONE) ||
105 (game_status == GAME_MODE_PLAYING &&
106 gfx.cursor_mode == CURSOR_PLAYFIELD)))
108 SetMouseCursor(CURSOR_DEFAULT);
110 DelayReached(&special_cursor_delay, 0);
112 cursor_mode_last = CURSOR_DEFAULT;
116 // non-motion events are directly passed to event handler functions
117 if (event->type != EVENT_MOTIONNOTIFY)
120 motion = (MotionEvent *)event;
121 cursor_inside_playfield = (motion->x >= SX && motion->x < SX + SXSIZE &&
122 motion->y >= SY && motion->y < SY + SYSIZE);
124 // set correct mouse x/y position (for pointer class global animations)
125 // (this is required in rare cases where the mouse x/y position calculated
126 // from raw values (to apply logical screen size scaling corrections) does
127 // not match the final mouse event x/y position -- this may happen because
128 // the SDL renderer's viewport position is internally represented as float,
129 // but only accessible as integer, which may lead to rounding errors)
130 gfx.mouse_x = motion->x;
131 gfx.mouse_y = motion->y;
133 // skip mouse motion events without pressed button outside level editor
134 if (button_status == MB_RELEASED &&
135 game_status != GAME_MODE_EDITOR && game_status != GAME_MODE_PLAYING)
141 // to prevent delay problems, skip mouse motion events if the very next
142 // event is also a mouse motion event (and therefore effectively only
143 // handling the last of a row of mouse motion events in the event queue)
145 static boolean SkipPressedMouseMotionEvent(const Event *event)
147 // nothing to do if the current event is not a mouse motion event
148 if (event->type != EVENT_MOTIONNOTIFY)
151 // only skip motion events with pressed button outside the game
152 if (button_status == MB_RELEASED || game_status == GAME_MODE_PLAYING)
159 PeekEvent(&next_event);
161 // if next event is also a mouse motion event, skip the current one
162 if (next_event.type == EVENT_MOTIONNOTIFY)
169 static boolean WaitValidEvent(Event *event)
173 if (!FilterEvents(event))
176 if (SkipPressedMouseMotionEvent(event))
182 /* this is especially needed for event modifications for the Android target:
183 if mouse coordinates should be modified in the event filter function,
184 using a properly installed SDL event filter does not work, because in
185 the event filter, mouse coordinates in the event structure are still
186 physical pixel positions, not logical (scaled) screen positions, so this
187 has to be handled at a later stage in the event processing functions
188 (when device pixel positions are already converted to screen positions) */
190 boolean NextValidEvent(Event *event)
192 while (PendingEvent())
193 if (WaitValidEvent(event))
199 void StopProcessingEvents(void)
201 stop_processing_events = TRUE;
204 static void HandleEvents(void)
207 unsigned int event_frame_delay = 0;
208 unsigned int event_frame_delay_value = GAME_FRAME_DELAY;
210 ResetDelayCounter(&event_frame_delay);
212 stop_processing_events = FALSE;
214 while (NextValidEvent(&event))
218 case EVENT_BUTTONPRESS:
219 case EVENT_BUTTONRELEASE:
220 HandleButtonEvent((ButtonEvent *) &event);
223 case EVENT_MOTIONNOTIFY:
224 HandleMotionEvent((MotionEvent *) &event);
227 case EVENT_WHEELMOTION:
228 HandleWheelEvent((WheelEvent *) &event);
231 case SDL_WINDOWEVENT:
232 HandleWindowEvent((WindowEvent *) &event);
235 case EVENT_FINGERPRESS:
236 case EVENT_FINGERRELEASE:
237 case EVENT_FINGERMOTION:
238 HandleFingerEvent((FingerEvent *) &event);
241 case EVENT_TEXTINPUT:
242 HandleTextEvent((TextEvent *) &event);
245 case SDL_APP_WILLENTERBACKGROUND:
246 case SDL_APP_DIDENTERBACKGROUND:
247 case SDL_APP_WILLENTERFOREGROUND:
248 case SDL_APP_DIDENTERFOREGROUND:
249 HandlePauseResumeEvent((PauseResumeEvent *) &event);
253 case EVENT_KEYRELEASE:
254 HandleKeyEvent((KeyEvent *) &event);
258 HandleUserEvent((UserEvent *) &event);
262 HandleOtherEvents(&event);
266 // do not handle events for longer than standard frame delay period
267 if (DelayReached(&event_frame_delay, event_frame_delay_value))
270 // do not handle any further events if triggered by a special flag
271 if (stop_processing_events)
276 void HandleOtherEvents(Event *event)
280 case SDL_CONTROLLERBUTTONDOWN:
281 case SDL_CONTROLLERBUTTONUP:
282 // for any game controller button event, disable overlay buttons
283 SetOverlayEnabled(FALSE);
285 HandleSpecialGameControllerButtons(event);
288 case SDL_CONTROLLERDEVICEADDED:
289 case SDL_CONTROLLERDEVICEREMOVED:
290 case SDL_CONTROLLERAXISMOTION:
291 case SDL_JOYAXISMOTION:
292 case SDL_JOYBUTTONDOWN:
293 case SDL_JOYBUTTONUP:
294 HandleJoystickEvent(event);
298 case SDL_DROPCOMPLETE:
301 HandleDropEvent(event);
313 static void HandleMouseCursor(void)
315 if (game_status == GAME_MODE_TITLE)
317 // when showing title screens, hide mouse pointer (if not moved)
319 if (gfx.cursor_mode != CURSOR_NONE &&
320 DelayReached(&special_cursor_delay, special_cursor_delay_value))
322 SetMouseCursor(CURSOR_NONE);
325 else if (game_status == GAME_MODE_PLAYING && (!tape.pausing ||
328 // when playing, display a special mouse pointer inside the playfield
330 // display normal pointer if mouse pressed
331 if (button_status != MB_RELEASED)
332 DelayReached(&special_cursor_delay, 0);
334 if (gfx.cursor_mode != CURSOR_PLAYFIELD &&
335 cursor_inside_playfield &&
336 DelayReached(&special_cursor_delay, special_cursor_delay_value))
338 if (level.game_engine_type != GAME_ENGINE_TYPE_MM ||
340 SetMouseCursor(CURSOR_PLAYFIELD);
343 else if (gfx.cursor_mode != CURSOR_DEFAULT)
345 SetMouseCursor(CURSOR_DEFAULT);
348 // this is set after all pending events have been processed
349 cursor_mode_last = gfx.cursor_mode;
361 // execute event related actions after pending events have been processed
362 HandleEventActions();
364 // don't use all CPU time when idle; the main loop while playing
365 // has its own synchronization and is CPU friendly, too
367 if (game_status == GAME_MODE_PLAYING)
370 // always copy backbuffer to visible screen for every video frame
373 // reset video frame delay to default (may change again while playing)
374 SetVideoFrameDelay(MenuFrameDelay);
376 if (game_status == GAME_MODE_QUIT)
381 void ClearAutoRepeatKeyEvents(void)
383 while (PendingEvent())
387 PeekEvent(&next_event);
389 // if event is repeated key press event, remove it from event queue
390 if (next_event.type == EVENT_KEYPRESS &&
391 next_event.key.repeat)
392 WaitEvent(&next_event);
398 void ClearEventQueue(void)
402 while (NextValidEvent(&event))
406 case EVENT_BUTTONRELEASE:
407 button_status = MB_RELEASED;
410 case EVENT_KEYRELEASE:
414 case SDL_CONTROLLERBUTTONUP:
415 HandleJoystickEvent(&event);
420 HandleOtherEvents(&event);
426 static void ClearPlayerMouseAction(void)
428 local_player->mouse_action.lx = 0;
429 local_player->mouse_action.ly = 0;
430 local_player->mouse_action.button = 0;
433 void ClearPlayerAction(void)
437 // simulate key release events for still pressed keys
438 key_joystick_mapping = 0;
439 for (i = 0; i < MAX_PLAYERS; i++)
441 stored_player[i].action = 0;
442 stored_player[i].snap_action = 0;
445 ClearJoystickState();
446 ClearPlayerMouseAction();
449 static void SetPlayerMouseAction(int mx, int my, int button)
451 int lx = getLevelFromScreenX(mx);
452 int ly = getLevelFromScreenY(my);
453 int new_button = (!local_player->mouse_action.button && button);
455 if (local_player->mouse_action.button_hint)
456 button = local_player->mouse_action.button_hint;
458 ClearPlayerMouseAction();
460 if (!IN_GFX_FIELD_PLAY(mx, my) || !IN_LEV_FIELD(lx, ly))
463 local_player->mouse_action.lx = lx;
464 local_player->mouse_action.ly = ly;
465 local_player->mouse_action.button = button;
467 if (tape.recording && tape.pausing && tape.use_mouse_actions)
469 // un-pause a paused game only if mouse button was newly pressed down
471 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
474 SetTileCursorXY(lx, ly);
477 static Key GetKeyFromGridButton(int grid_button)
479 return (grid_button == CHAR_GRID_BUTTON_LEFT ? setup.input[0].key.left :
480 grid_button == CHAR_GRID_BUTTON_RIGHT ? setup.input[0].key.right :
481 grid_button == CHAR_GRID_BUTTON_UP ? setup.input[0].key.up :
482 grid_button == CHAR_GRID_BUTTON_DOWN ? setup.input[0].key.down :
483 grid_button == CHAR_GRID_BUTTON_SNAP ? setup.input[0].key.snap :
484 grid_button == CHAR_GRID_BUTTON_DROP ? setup.input[0].key.drop :
488 #if defined(PLATFORM_ANDROID)
489 static boolean CheckVirtualButtonPressed(int mx, int my, int button)
491 float touch_x = (float)(mx + video.screen_xoffset) / video.screen_width;
492 float touch_y = (float)(my + video.screen_yoffset) / video.screen_height;
493 int x = touch_x * overlay.grid_xsize;
494 int y = touch_y * overlay.grid_ysize;
495 int grid_button = overlay.grid_button[x][y];
496 Key key = GetKeyFromGridButton(grid_button);
497 int key_status = (button == MB_RELEASED ? KEY_RELEASED : KEY_PRESSED);
499 return (key_status == KEY_PRESSED && key != KSYM_UNDEFINED);
503 void HandleButtonEvent(ButtonEvent *event)
505 #if DEBUG_EVENTS_BUTTON
506 Debug("event:button", "button %d %s, x/y %d/%d\n",
508 event->type == EVENT_BUTTONPRESS ? "pressed" : "released",
512 // for any mouse button event, disable playfield tile cursor
513 SetTileCursorEnabled(FALSE);
515 #if defined(HAS_SCREEN_KEYBOARD)
516 if (video.shifted_up)
517 event->y += video.shifted_up_pos;
520 motion_status = FALSE;
522 if (event->type == EVENT_BUTTONPRESS)
523 button_status = event->button;
525 button_status = MB_RELEASED;
527 HandleButton(event->x, event->y, button_status, event->button);
530 void HandleMotionEvent(MotionEvent *event)
532 if (button_status == MB_RELEASED && game_status != GAME_MODE_EDITOR)
535 motion_status = TRUE;
537 #if DEBUG_EVENTS_MOTION
538 Debug("event:motion", "button %d moved, x/y %d/%d\n",
539 button_status, event->x, event->y);
542 HandleButton(event->x, event->y, button_status, button_status);
545 void HandleWheelEvent(WheelEvent *event)
549 #if DEBUG_EVENTS_WHEEL
551 Debug("event:wheel", "mouse == %d, x/y == %d/%d\n",
552 event->which, event->x, event->y);
554 // (SDL_MOUSEWHEEL_NORMAL/SDL_MOUSEWHEEL_FLIPPED needs SDL 2.0.4 or newer)
555 Debug("event:wheel", "mouse == %d, x/y == %d/%d, direction == %s\n",
556 event->which, event->x, event->y,
557 (event->direction == SDL_MOUSEWHEEL_NORMAL ? "SDL_MOUSEWHEEL_NORMAL" :
558 "SDL_MOUSEWHEEL_FLIPPED"));
562 button_nr = (event->x < 0 ? MB_WHEEL_LEFT :
563 event->x > 0 ? MB_WHEEL_RIGHT :
564 event->y < 0 ? MB_WHEEL_DOWN :
565 event->y > 0 ? MB_WHEEL_UP : 0);
567 #if defined(PLATFORM_WIN32) || defined(PLATFORM_MACOSX)
568 // accelerated mouse wheel available on Mac and Windows
569 wheel_steps = (event->x ? ABS(event->x) : ABS(event->y));
571 // no accelerated mouse wheel available on Unix/Linux
572 wheel_steps = DEFAULT_WHEEL_STEPS;
575 motion_status = FALSE;
577 button_status = button_nr;
578 HandleButton(0, 0, button_status, -button_nr);
580 button_status = MB_RELEASED;
581 HandleButton(0, 0, button_status, -button_nr);
584 void HandleWindowEvent(WindowEvent *event)
586 #if DEBUG_EVENTS_WINDOW
587 int subtype = event->event;
590 (subtype == SDL_WINDOWEVENT_SHOWN ? "SDL_WINDOWEVENT_SHOWN" :
591 subtype == SDL_WINDOWEVENT_HIDDEN ? "SDL_WINDOWEVENT_HIDDEN" :
592 subtype == SDL_WINDOWEVENT_EXPOSED ? "SDL_WINDOWEVENT_EXPOSED" :
593 subtype == SDL_WINDOWEVENT_MOVED ? "SDL_WINDOWEVENT_MOVED" :
594 subtype == SDL_WINDOWEVENT_SIZE_CHANGED ? "SDL_WINDOWEVENT_SIZE_CHANGED" :
595 subtype == SDL_WINDOWEVENT_RESIZED ? "SDL_WINDOWEVENT_RESIZED" :
596 subtype == SDL_WINDOWEVENT_MINIMIZED ? "SDL_WINDOWEVENT_MINIMIZED" :
597 subtype == SDL_WINDOWEVENT_MAXIMIZED ? "SDL_WINDOWEVENT_MAXIMIZED" :
598 subtype == SDL_WINDOWEVENT_RESTORED ? "SDL_WINDOWEVENT_RESTORED" :
599 subtype == SDL_WINDOWEVENT_ENTER ? "SDL_WINDOWEVENT_ENTER" :
600 subtype == SDL_WINDOWEVENT_LEAVE ? "SDL_WINDOWEVENT_LEAVE" :
601 subtype == SDL_WINDOWEVENT_FOCUS_GAINED ? "SDL_WINDOWEVENT_FOCUS_GAINED" :
602 subtype == SDL_WINDOWEVENT_FOCUS_LOST ? "SDL_WINDOWEVENT_FOCUS_LOST" :
603 subtype == SDL_WINDOWEVENT_CLOSE ? "SDL_WINDOWEVENT_CLOSE" :
606 Debug("event:window", "name: '%s', data1: %ld, data2: %ld",
607 event_name, event->data1, event->data2);
611 // (not needed, as the screen gets redrawn every 20 ms anyway)
612 if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
613 event->event == SDL_WINDOWEVENT_RESIZED ||
614 event->event == SDL_WINDOWEVENT_EXPOSED)
618 if (event->event == SDL_WINDOWEVENT_RESIZED)
620 if (!video.fullscreen_enabled)
622 int new_window_width = event->data1;
623 int new_window_height = event->data2;
625 // if window size has changed after resizing, calculate new scaling factor
626 if (new_window_width != video.window_width ||
627 new_window_height != video.window_height)
629 int new_xpercent = 100.0 * new_window_width / video.screen_width + .5;
630 int new_ypercent = 100.0 * new_window_height / video.screen_height + .5;
632 // (extreme window scaling allowed, but cannot be saved permanently)
633 video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
634 setup.window_scaling_percent =
635 MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent),
636 MAX_WINDOW_SCALING_PERCENT);
638 video.window_width = new_window_width;
639 video.window_height = new_window_height;
641 if (game_status == GAME_MODE_SETUP)
642 RedrawSetupScreenAfterFullscreenToggle();
644 UpdateMousePosition();
649 #if defined(PLATFORM_ANDROID)
652 int new_display_width = event->data1;
653 int new_display_height = event->data2;
655 // if fullscreen display size has changed, device has been rotated
656 if (new_display_width != video.display_width ||
657 new_display_height != video.display_height)
659 int nr = GRID_ACTIVE_NR(); // previous screen orientation
661 video.display_width = new_display_width;
662 video.display_height = new_display_height;
664 SDLSetScreenProperties();
665 SetGadgetsPosition_OverlayTouchButtons();
667 // check if screen orientation has changed (should always be true here)
668 if (nr != GRID_ACTIVE_NR())
672 if (game_status == GAME_MODE_SETUP)
673 RedrawSetupScreenAfterScreenRotation(nr);
675 nr = GRID_ACTIVE_NR();
677 overlay.grid_xsize = setup.touch.grid_xsize[nr];
678 overlay.grid_ysize = setup.touch.grid_ysize[nr];
680 for (x = 0; x < MAX_GRID_XSIZE; x++)
681 for (y = 0; y < MAX_GRID_YSIZE; y++)
682 overlay.grid_button[x][y] = setup.touch.grid_button[nr][x][y];
690 #define NUM_TOUCH_FINGERS 3
695 SDL_FingerID finger_id;
699 } touch_info[NUM_TOUCH_FINGERS];
701 static void HandleFingerEvent_VirtualButtons(FingerEvent *event)
703 int x = event->x * overlay.grid_xsize;
704 int y = event->y * overlay.grid_ysize;
705 int grid_button = overlay.grid_button[x][y];
706 int grid_button_action = GET_ACTION_FROM_GRID_BUTTON(grid_button);
707 Key key = GetKeyFromGridButton(grid_button);
708 int key_status = (event->type == EVENT_FINGERRELEASE ? KEY_RELEASED :
710 char *key_status_name = (key_status == KEY_RELEASED ? "KEY_RELEASED" :
714 // for any touch input event, enable overlay buttons (if activated)
715 SetOverlayEnabled(TRUE);
717 Debug("event:finger", "key '%s' was '%s' [fingerId: %lld]",
718 getKeyNameFromKey(key), key_status_name, event->fingerId);
720 if (key_status == KEY_PRESSED)
721 overlay.grid_button_action |= grid_button_action;
723 overlay.grid_button_action &= ~grid_button_action;
725 // check if we already know this touch event's finger id
726 for (i = 0; i < NUM_TOUCH_FINGERS; i++)
728 if (touch_info[i].touched &&
729 touch_info[i].finger_id == event->fingerId)
731 // Debug("event:finger", "MARK 1: %d", i);
737 if (i >= NUM_TOUCH_FINGERS)
739 if (key_status == KEY_PRESSED)
741 int oldest_pos = 0, oldest_counter = touch_info[0].counter;
743 // unknown finger id -- get new, empty slot, if available
744 for (i = 0; i < NUM_TOUCH_FINGERS; i++)
746 if (touch_info[i].counter < oldest_counter)
749 oldest_counter = touch_info[i].counter;
751 // Debug("event:finger", "MARK 2: %d", i);
754 if (!touch_info[i].touched)
756 // Debug("event:finger", "MARK 3: %d", i);
762 if (i >= NUM_TOUCH_FINGERS)
764 // all slots allocated -- use oldest slot
767 // Debug("event:finger", "MARK 4: %d", i);
772 // release of previously unknown key (should not happen)
774 if (key != KSYM_UNDEFINED)
776 HandleKey(key, KEY_RELEASED);
778 Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [1]",
779 getKeyNameFromKey(key), "KEY_RELEASED", i);
784 if (i < NUM_TOUCH_FINGERS)
786 if (key_status == KEY_PRESSED)
788 if (touch_info[i].key != key)
790 if (touch_info[i].key != KSYM_UNDEFINED)
792 HandleKey(touch_info[i].key, KEY_RELEASED);
794 // undraw previous grid button when moving finger away
795 overlay.grid_button_action &= ~touch_info[i].action;
797 Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [2]",
798 getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
801 if (key != KSYM_UNDEFINED)
803 HandleKey(key, KEY_PRESSED);
805 Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [3]",
806 getKeyNameFromKey(key), "KEY_PRESSED", i);
810 touch_info[i].touched = TRUE;
811 touch_info[i].finger_id = event->fingerId;
812 touch_info[i].counter = Counter();
813 touch_info[i].key = key;
814 touch_info[i].action = grid_button_action;
818 if (touch_info[i].key != KSYM_UNDEFINED)
820 HandleKey(touch_info[i].key, KEY_RELEASED);
822 Debug("event:finger", "key == '%s', key_status == '%s' [slot %d] [4]",
823 getKeyNameFromKey(touch_info[i].key), "KEY_RELEASED", i);
826 touch_info[i].touched = FALSE;
827 touch_info[i].finger_id = 0;
828 touch_info[i].counter = 0;
829 touch_info[i].key = 0;
830 touch_info[i].action = JOY_NO_ACTION;
835 static void HandleFingerEvent_WipeGestures(FingerEvent *event)
837 static Key motion_key_x = KSYM_UNDEFINED;
838 static Key motion_key_y = KSYM_UNDEFINED;
839 static Key button_key = KSYM_UNDEFINED;
840 static float motion_x1, motion_y1;
841 static float button_x1, button_y1;
842 static SDL_FingerID motion_id = -1;
843 static SDL_FingerID button_id = -1;
844 int move_trigger_distance_percent = setup.touch.move_distance;
845 int drop_trigger_distance_percent = setup.touch.drop_distance;
846 float move_trigger_distance = (float)move_trigger_distance_percent / 100;
847 float drop_trigger_distance = (float)drop_trigger_distance_percent / 100;
848 float event_x = event->x;
849 float event_y = event->y;
851 if (event->type == EVENT_FINGERPRESS)
853 if (event_x > 1.0 / 3.0)
857 motion_id = event->fingerId;
862 motion_key_x = KSYM_UNDEFINED;
863 motion_key_y = KSYM_UNDEFINED;
865 Debug("event:finger", "---------- MOVE STARTED (WAIT) ----------");
871 button_id = event->fingerId;
876 button_key = setup.input[0].key.snap;
878 HandleKey(button_key, KEY_PRESSED);
880 Debug("event:finger", "---------- SNAP STARTED ----------");
883 else if (event->type == EVENT_FINGERRELEASE)
885 if (event->fingerId == motion_id)
889 if (motion_key_x != KSYM_UNDEFINED)
890 HandleKey(motion_key_x, KEY_RELEASED);
891 if (motion_key_y != KSYM_UNDEFINED)
892 HandleKey(motion_key_y, KEY_RELEASED);
894 motion_key_x = KSYM_UNDEFINED;
895 motion_key_y = KSYM_UNDEFINED;
897 Debug("event:finger", "---------- MOVE STOPPED ----------");
899 else if (event->fingerId == button_id)
903 if (button_key != KSYM_UNDEFINED)
904 HandleKey(button_key, KEY_RELEASED);
906 button_key = KSYM_UNDEFINED;
908 Debug("event:finger", "---------- SNAP STOPPED ----------");
911 else if (event->type == EVENT_FINGERMOTION)
913 if (event->fingerId == motion_id)
915 float distance_x = ABS(event_x - motion_x1);
916 float distance_y = ABS(event_y - motion_y1);
917 Key new_motion_key_x = (event_x < motion_x1 ? setup.input[0].key.left :
918 event_x > motion_x1 ? setup.input[0].key.right :
920 Key new_motion_key_y = (event_y < motion_y1 ? setup.input[0].key.up :
921 event_y > motion_y1 ? setup.input[0].key.down :
924 if (distance_x < move_trigger_distance / 2 ||
925 distance_x < distance_y)
926 new_motion_key_x = KSYM_UNDEFINED;
928 if (distance_y < move_trigger_distance / 2 ||
929 distance_y < distance_x)
930 new_motion_key_y = KSYM_UNDEFINED;
932 if (distance_x > move_trigger_distance ||
933 distance_y > move_trigger_distance)
935 if (new_motion_key_x != motion_key_x)
937 if (motion_key_x != KSYM_UNDEFINED)
938 HandleKey(motion_key_x, KEY_RELEASED);
939 if (new_motion_key_x != KSYM_UNDEFINED)
940 HandleKey(new_motion_key_x, KEY_PRESSED);
943 if (new_motion_key_y != motion_key_y)
945 if (motion_key_y != KSYM_UNDEFINED)
946 HandleKey(motion_key_y, KEY_RELEASED);
947 if (new_motion_key_y != KSYM_UNDEFINED)
948 HandleKey(new_motion_key_y, KEY_PRESSED);
954 motion_key_x = new_motion_key_x;
955 motion_key_y = new_motion_key_y;
957 Debug("event:finger", "---------- MOVE STARTED (MOVE) ----------");
960 else if (event->fingerId == button_id)
962 float distance_x = ABS(event_x - button_x1);
963 float distance_y = ABS(event_y - button_y1);
965 if (distance_x < drop_trigger_distance / 2 &&
966 distance_y > drop_trigger_distance)
968 if (button_key == setup.input[0].key.snap)
969 HandleKey(button_key, KEY_RELEASED);
974 button_key = setup.input[0].key.drop;
976 HandleKey(button_key, KEY_PRESSED);
978 Debug("event:finger", "---------- DROP STARTED ----------");
984 void HandleFingerEvent(FingerEvent *event)
986 #if DEBUG_EVENTS_FINGER
987 Debug("event:finger", "finger was %s, touch ID %lld, finger ID %lld, x/y %f/%f, dx/dy %f/%f, pressure %f",
988 event->type == EVENT_FINGERPRESS ? "pressed" :
989 event->type == EVENT_FINGERRELEASE ? "released" : "moved",
993 event->dx, event->dy,
997 runtime.uses_touch_device = TRUE;
999 if (game_status != GAME_MODE_PLAYING)
1002 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
1004 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
1005 local_player->mouse_action.button_hint =
1006 (event->type == EVENT_FINGERRELEASE ? MB_NOT_PRESSED :
1007 event->x < 0.5 ? MB_LEFTBUTTON :
1008 event->x > 0.5 ? MB_RIGHTBUTTON :
1014 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
1015 HandleFingerEvent_VirtualButtons(event);
1016 else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
1017 HandleFingerEvent_WipeGestures(event);
1020 static void HandleButtonOrFinger_WipeGestures_MM(int mx, int my, int button)
1022 static int old_mx = 0, old_my = 0;
1023 static int last_button = MB_LEFTBUTTON;
1024 static boolean touched = FALSE;
1025 static boolean tapped = FALSE;
1027 // screen tile was tapped (but finger not touching the screen anymore)
1028 // (this point will also be reached without receiving a touch event)
1029 if (tapped && !touched)
1031 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1036 // stop here if this function was not triggered by a touch event
1040 if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
1042 // finger started touching the screen
1052 ClearPlayerMouseAction();
1054 Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
1057 else if (button == MB_RELEASED && touched)
1059 // finger stopped touching the screen
1064 SetPlayerMouseAction(old_mx, old_my, last_button);
1066 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1068 Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
1073 // finger moved while touching the screen
1075 int old_x = getLevelFromScreenX(old_mx);
1076 int old_y = getLevelFromScreenY(old_my);
1077 int new_x = getLevelFromScreenX(mx);
1078 int new_y = getLevelFromScreenY(my);
1080 if (new_x != old_x || new_y != old_y)
1085 // finger moved left or right from (horizontal) starting position
1087 int button_nr = (new_x < old_x ? MB_LEFTBUTTON : MB_RIGHTBUTTON);
1089 SetPlayerMouseAction(old_mx, old_my, button_nr);
1091 last_button = button_nr;
1093 Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
1097 // finger stays at or returned to (horizontal) starting position
1099 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1101 Debug("event:finger", "---------- TOUCH ACTION PAUSED ----------");
1106 static void HandleButtonOrFinger_FollowFinger_MM(int mx, int my, int button)
1108 static int old_mx = 0, old_my = 0;
1109 static int last_button = MB_LEFTBUTTON;
1110 static boolean touched = FALSE;
1111 static boolean tapped = FALSE;
1113 // screen tile was tapped (but finger not touching the screen anymore)
1114 // (this point will also be reached without receiving a touch event)
1115 if (tapped && !touched)
1117 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1122 // stop here if this function was not triggered by a touch event
1126 if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
1128 // finger started touching the screen
1138 ClearPlayerMouseAction();
1140 Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
1143 else if (button == MB_RELEASED && touched)
1145 // finger stopped touching the screen
1150 SetPlayerMouseAction(old_mx, old_my, last_button);
1152 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1154 Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
1159 // finger moved while touching the screen
1161 int old_x = getLevelFromScreenX(old_mx);
1162 int old_y = getLevelFromScreenY(old_my);
1163 int new_x = getLevelFromScreenX(mx);
1164 int new_y = getLevelFromScreenY(my);
1166 if (new_x != old_x || new_y != old_y)
1168 // finger moved away from starting position
1170 int button_nr = getButtonFromTouchPosition(old_x, old_y, mx, my);
1172 // quickly alternate between clicking and releasing for maximum speed
1173 if (FrameCounter % 2 == 0)
1174 button_nr = MB_RELEASED;
1176 SetPlayerMouseAction(old_mx, old_my, button_nr);
1179 last_button = button_nr;
1183 Debug("event:finger", "---------- TOUCH ACTION: ROTATING ----------");
1187 // finger stays at or returned to starting position
1189 SetPlayerMouseAction(old_mx, old_my, MB_RELEASED);
1191 Debug("event:finger", "---------- TOUCH ACTION PAUSED ----------");
1196 static void HandleButtonOrFinger_FollowFinger(int mx, int my, int button)
1198 static int old_mx = 0, old_my = 0;
1199 static Key motion_key_x = KSYM_UNDEFINED;
1200 static Key motion_key_y = KSYM_UNDEFINED;
1201 static boolean touched = FALSE;
1202 static boolean started_on_player = FALSE;
1203 static boolean player_is_dropping = FALSE;
1204 static int player_drop_count = 0;
1205 static int last_player_x = -1;
1206 static int last_player_y = -1;
1208 if (button == MB_PRESSED && IN_GFX_FIELD_PLAY(mx, my))
1217 started_on_player = FALSE;
1218 player_is_dropping = FALSE;
1219 player_drop_count = 0;
1223 motion_key_x = KSYM_UNDEFINED;
1224 motion_key_y = KSYM_UNDEFINED;
1226 Debug("event:finger", "---------- TOUCH ACTION STARTED ----------");
1229 else if (button == MB_RELEASED && touched)
1236 if (motion_key_x != KSYM_UNDEFINED)
1237 HandleKey(motion_key_x, KEY_RELEASED);
1238 if (motion_key_y != KSYM_UNDEFINED)
1239 HandleKey(motion_key_y, KEY_RELEASED);
1241 if (started_on_player)
1243 if (player_is_dropping)
1245 Debug("event:finger", "---------- DROP STOPPED ----------");
1247 HandleKey(setup.input[0].key.drop, KEY_RELEASED);
1251 Debug("event:finger", "---------- SNAP STOPPED ----------");
1253 HandleKey(setup.input[0].key.snap, KEY_RELEASED);
1257 motion_key_x = KSYM_UNDEFINED;
1258 motion_key_y = KSYM_UNDEFINED;
1260 Debug("event:finger", "---------- TOUCH ACTION STOPPED ----------");
1265 int src_x = local_player->jx;
1266 int src_y = local_player->jy;
1267 int dst_x = getLevelFromScreenX(old_mx);
1268 int dst_y = getLevelFromScreenY(old_my);
1269 int dx = dst_x - src_x;
1270 int dy = dst_y - src_y;
1271 Key new_motion_key_x = (dx < 0 ? setup.input[0].key.left :
1272 dx > 0 ? setup.input[0].key.right :
1274 Key new_motion_key_y = (dy < 0 ? setup.input[0].key.up :
1275 dy > 0 ? setup.input[0].key.down :
1278 if (dx != 0 && dy != 0 && ABS(dx) != ABS(dy) &&
1279 (last_player_x != local_player->jx ||
1280 last_player_y != local_player->jy))
1282 // in case of asymmetric diagonal movement, use "preferred" direction
1284 int last_move_dir = (ABS(dx) > ABS(dy) ? MV_VERTICAL : MV_HORIZONTAL);
1286 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1287 game_em.ply[0]->last_move_dir = last_move_dir;
1289 local_player->last_move_dir = last_move_dir;
1291 // (required to prevent accidentally forcing direction for next movement)
1292 last_player_x = local_player->jx;
1293 last_player_y = local_player->jy;
1296 if (button == MB_PRESSED && !motion_status && dx == 0 && dy == 0)
1298 started_on_player = TRUE;
1299 player_drop_count = getPlayerInventorySize(0);
1300 player_is_dropping = (player_drop_count > 0);
1302 if (player_is_dropping)
1304 Debug("event:finger", "---------- DROP STARTED ----------");
1306 HandleKey(setup.input[0].key.drop, KEY_PRESSED);
1310 Debug("event:finger", "---------- SNAP STARTED ----------");
1312 HandleKey(setup.input[0].key.snap, KEY_PRESSED);
1315 else if (dx != 0 || dy != 0)
1317 if (player_is_dropping &&
1318 player_drop_count == getPlayerInventorySize(0))
1320 Debug("event:finger", "---------- DROP -> SNAP ----------");
1322 HandleKey(setup.input[0].key.drop, KEY_RELEASED);
1323 HandleKey(setup.input[0].key.snap, KEY_PRESSED);
1325 player_is_dropping = FALSE;
1329 if (new_motion_key_x != motion_key_x)
1331 Debug("event:finger", "---------- %s %s ----------",
1332 started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
1333 dx < 0 ? "LEFT" : dx > 0 ? "RIGHT" : "PAUSED");
1335 if (motion_key_x != KSYM_UNDEFINED)
1336 HandleKey(motion_key_x, KEY_RELEASED);
1337 if (new_motion_key_x != KSYM_UNDEFINED)
1338 HandleKey(new_motion_key_x, KEY_PRESSED);
1341 if (new_motion_key_y != motion_key_y)
1343 Debug("event:finger", "---------- %s %s ----------",
1344 started_on_player && !player_is_dropping ? "SNAPPING" : "MOVING",
1345 dy < 0 ? "UP" : dy > 0 ? "DOWN" : "PAUSED");
1347 if (motion_key_y != KSYM_UNDEFINED)
1348 HandleKey(motion_key_y, KEY_RELEASED);
1349 if (new_motion_key_y != KSYM_UNDEFINED)
1350 HandleKey(new_motion_key_y, KEY_PRESSED);
1353 motion_key_x = new_motion_key_x;
1354 motion_key_y = new_motion_key_y;
1358 static void HandleButtonOrFinger(int mx, int my, int button)
1360 boolean valid_mouse_event = (mx != -1 && my != -1 && button != -1);
1362 if (game_status != GAME_MODE_PLAYING)
1365 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
1367 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_WIPE_GESTURES))
1368 HandleButtonOrFinger_WipeGestures_MM(mx, my, button);
1369 else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
1370 HandleButtonOrFinger_FollowFinger_MM(mx, my, button);
1371 else if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
1372 SetPlayerMouseAction(mx, my, button); // special case
1376 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER))
1377 HandleButtonOrFinger_FollowFinger(mx, my, button);
1378 else if (game.use_mouse_actions && valid_mouse_event)
1379 SetPlayerMouseAction(mx, my, button);
1383 static boolean checkTextInputKey(Key key)
1385 // when playing, only handle raw key events and ignore text input
1386 if (game_status == GAME_MODE_PLAYING)
1389 // ignore raw keys as text input when not in text input mode
1390 if (KSYM_RAW(key) && !textinput_status)
1393 // else handle all printable keys as text input
1394 return KSYM_PRINTABLE(key);
1397 void HandleTextEvent(TextEvent *event)
1399 char *text = event->text;
1400 Key key = getKeyFromKeyName(text);
1402 #if DEBUG_EVENTS_TEXT
1403 Debug("event:text", "text == '%s' [%d byte(s), '%c'/%d], resulting key == %d (%s) [%04x]",
1406 text[0], (int)(text[0]),
1408 getKeyNameFromKey(key),
1412 if (checkTextInputKey(key))
1414 // process printable keys (with uppercase etc.) in text input mode
1415 HandleKey(key, KEY_PRESSED);
1416 HandleKey(key, KEY_RELEASED);
1420 void HandlePauseResumeEvent(PauseResumeEvent *event)
1422 if (event->type == SDL_APP_WILLENTERBACKGROUND)
1426 else if (event->type == SDL_APP_DIDENTERFOREGROUND)
1432 void HandleKeyEvent(KeyEvent *event)
1434 int key_status = (event->type == EVENT_KEYPRESS ? KEY_PRESSED : KEY_RELEASED);
1435 boolean with_modifiers = (game_status == GAME_MODE_PLAYING ? FALSE : TRUE);
1436 Key key = GetEventKey(event, with_modifiers);
1437 Key keymod = (with_modifiers ? GetEventKey(event, FALSE) : key);
1439 #if DEBUG_EVENTS_KEY
1440 Debug("event:key", "key was %s, keysym.scancode == %d, keysym.sym == %d, keymod = %d, GetKeyModState() = 0x%04x, resulting key == %d (%s)",
1441 event->type == EVENT_KEYPRESS ? "pressed" : "released",
1442 event->keysym.scancode,
1447 getKeyNameFromKey(key));
1450 #if defined(PLATFORM_ANDROID)
1451 if (key == KSYM_Back)
1453 // always map the "back" button to the "escape" key on Android devices
1456 else if (key == KSYM_Menu)
1458 // the "menu" button can be used to toggle displaying virtual buttons
1459 if (key_status == KEY_PRESSED)
1460 SetOverlayEnabled(!GetOverlayEnabled());
1464 // for any other "real" key event, disable virtual buttons
1465 SetOverlayEnabled(FALSE);
1467 // for any other "real" key event, disable overlay touch buttons
1468 runtime.uses_touch_device = FALSE;
1472 HandleKeyModState(keymod, key_status);
1474 // process all keys if not in text input mode or if non-printable keys
1475 if (!checkTextInputKey(key))
1476 HandleKey(key, key_status);
1479 static int HandleDropFileEvent(char *filename)
1481 Debug("event:dropfile", "filename == '%s'", filename);
1483 // check and extract dropped zip files into correct user data directory
1484 if (!strSuffixLower(filename, ".zip"))
1486 Warn("file '%s' not supported", filename);
1488 return TREE_TYPE_UNDEFINED;
1491 TreeInfo *tree_node = NULL;
1492 int tree_type = GetZipFileTreeType(filename);
1493 char *directory = TREE_USERDIR(tree_type);
1495 if (directory == NULL)
1497 Warn("zip file '%s' has invalid content!", filename);
1499 return TREE_TYPE_UNDEFINED;
1502 if (tree_type == TREE_TYPE_LEVEL_DIR &&
1503 game_status == GAME_MODE_LEVELS &&
1504 leveldir_current->node_parent != NULL)
1506 // extract new level set next to currently selected level set
1507 tree_node = leveldir_current;
1509 // get parent directory of currently selected level set directory
1510 directory = getLevelDirFromTreeInfo(leveldir_current->node_parent);
1512 // use private level directory instead of top-level package level directory
1513 if (strPrefix(directory, options.level_directory) &&
1514 strEqual(leveldir_current->node_parent->fullpath, "."))
1515 directory = getUserLevelDir(NULL);
1518 // extract level or artwork set from zip file to target directory
1519 char *top_dir = ExtractZipFileIntoDirectory(filename, directory, tree_type);
1521 if (top_dir == NULL)
1523 // error message already issued by "ExtractZipFileIntoDirectory()"
1525 return TREE_TYPE_UNDEFINED;
1528 // add extracted level or artwork set to tree info structure
1529 AddTreeSetToTreeInfo(tree_node, directory, top_dir, tree_type);
1531 // update menu screen (and possibly change current level set)
1532 DrawScreenAfterAddingSet(top_dir, tree_type);
1537 static void HandleDropTextEvent(char *text)
1539 Debug("event:droptext", "text == '%s'", text);
1542 static void HandleDropCompleteEvent(int num_level_sets_succeeded,
1543 int num_artwork_sets_succeeded,
1544 int num_files_failed)
1546 // only show request dialog if no other request dialog already active
1547 if (game.request_active)
1550 // this case can happen with drag-and-drop with older SDL versions
1551 if (num_level_sets_succeeded == 0 &&
1552 num_artwork_sets_succeeded == 0 &&
1553 num_files_failed == 0)
1558 if (num_level_sets_succeeded > 0 || num_artwork_sets_succeeded > 0)
1560 char message_part1[50];
1562 sprintf(message_part1, "New %s set%s added",
1563 (num_artwork_sets_succeeded == 0 ? "level" :
1564 num_level_sets_succeeded == 0 ? "artwork" : "level and artwork"),
1565 (num_level_sets_succeeded +
1566 num_artwork_sets_succeeded > 1 ? "s" : ""));
1568 if (num_files_failed > 0)
1569 sprintf(message, "%s, but %d dropped file%s failed!",
1570 message_part1, num_files_failed, num_files_failed > 1 ? "s" : "");
1572 sprintf(message, "%s!", message_part1);
1574 else if (num_files_failed > 0)
1576 sprintf(message, "Failed to process dropped file%s!",
1577 num_files_failed > 1 ? "s" : "");
1580 Request(message, REQ_CONFIRM);
1583 void HandleDropEvent(Event *event)
1585 static boolean confirm_on_drop_complete = FALSE;
1586 static int num_level_sets_succeeded = 0;
1587 static int num_artwork_sets_succeeded = 0;
1588 static int num_files_failed = 0;
1590 switch (event->type)
1594 confirm_on_drop_complete = TRUE;
1595 num_level_sets_succeeded = 0;
1596 num_artwork_sets_succeeded = 0;
1597 num_files_failed = 0;
1604 int tree_type = HandleDropFileEvent(event->drop.file);
1606 if (tree_type == TREE_TYPE_LEVEL_DIR)
1607 num_level_sets_succeeded++;
1608 else if (tree_type == TREE_TYPE_GRAPHICS_DIR ||
1609 tree_type == TREE_TYPE_SOUNDS_DIR ||
1610 tree_type == TREE_TYPE_MUSIC_DIR)
1611 num_artwork_sets_succeeded++;
1615 // SDL_DROPBEGIN / SDL_DROPCOMPLETE did not exist in older SDL versions
1616 if (!confirm_on_drop_complete)
1618 // process all remaining events, including further SDL_DROPFILE events
1621 HandleDropCompleteEvent(num_level_sets_succeeded,
1622 num_artwork_sets_succeeded,
1625 num_level_sets_succeeded = 0;
1626 num_artwork_sets_succeeded = 0;
1627 num_files_failed = 0;
1635 HandleDropTextEvent(event->drop.file);
1640 case SDL_DROPCOMPLETE:
1642 HandleDropCompleteEvent(num_level_sets_succeeded,
1643 num_artwork_sets_succeeded,
1650 if (event->drop.file != NULL)
1651 SDL_free(event->drop.file);
1654 void HandleUserEvent(UserEvent *event)
1656 switch (event->code)
1658 case USEREVENT_ANIM_DELAY_ACTION:
1659 case USEREVENT_ANIM_EVENT_ACTION:
1660 // execute action functions until matching action was found
1661 if (DoKeysymAction(event->value1) ||
1662 DoGadgetAction(event->value1) ||
1663 DoScreenAction(event->value1))
1672 void HandleButton(int mx, int my, int button, int button_nr)
1674 static int old_mx = 0, old_my = 0;
1675 boolean button_hold = FALSE;
1676 boolean handle_gadgets = TRUE;
1682 button_nr = -button_nr;
1691 #if defined(PLATFORM_ANDROID)
1692 // when playing, only handle gadgets when using "follow finger" controls
1693 // or when using touch controls in combination with the MM game engine
1694 // or when using gadgets that do not overlap with virtual buttons
1696 (game_status != GAME_MODE_PLAYING ||
1697 level.game_engine_type == GAME_ENGINE_TYPE_MM ||
1698 strEqual(setup.touch.control_type, TOUCH_CONTROL_FOLLOW_FINGER) ||
1699 (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS) &&
1700 !CheckVirtualButtonPressed(mx, my, button)));
1702 // always recognize potentially releasing already pressed gadgets
1703 if (button == MB_RELEASED)
1704 handle_gadgets = TRUE;
1706 // always recognize pressing or releasing overlay touch buttons
1707 if (CheckPosition_OverlayTouchButtons(mx, my, button) && !motion_status)
1708 handle_gadgets = TRUE;
1711 if (HandleGlobalAnimClicks(mx, my, button, FALSE))
1713 // do not handle this button event anymore
1714 return; // force mouse event not to be handled at all
1717 if (handle_gadgets && HandleGadgets(mx, my, button))
1719 // do not handle this button event anymore
1720 mx = my = -32; // force mouse event to be outside screen tiles
1723 if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
1726 // do not use scroll wheel button events for anything other than gadgets
1727 if (IS_WHEEL_BUTTON(button_nr))
1730 switch (game_status)
1732 case GAME_MODE_TITLE:
1733 HandleTitleScreen(mx, my, 0, 0, button);
1736 case GAME_MODE_MAIN:
1737 HandleMainMenu(mx, my, 0, 0, button);
1740 case GAME_MODE_PSEUDO_TYPENAME:
1741 HandleTypeName(0, KSYM_Return);
1744 case GAME_MODE_LEVELS:
1745 HandleChooseLevelSet(mx, my, 0, 0, button);
1748 case GAME_MODE_LEVELNR:
1749 HandleChooseLevelNr(mx, my, 0, 0, button);
1752 case GAME_MODE_SCORES:
1753 HandleHallOfFame(0, 0, 0, 0, button);
1756 case GAME_MODE_EDITOR:
1757 HandleLevelEditorIdle();
1760 case GAME_MODE_INFO:
1761 HandleInfoScreen(mx, my, 0, 0, button);
1764 case GAME_MODE_SETUP:
1765 HandleSetupScreen(mx, my, 0, 0, button);
1768 case GAME_MODE_PLAYING:
1769 if (!strEqual(setup.touch.control_type, TOUCH_CONTROL_OFF))
1770 HandleButtonOrFinger(mx, my, button);
1772 SetPlayerMouseAction(mx, my, button);
1775 if (button == MB_PRESSED && !motion_status && !button_hold &&
1776 IN_GFX_FIELD_PLAY(mx, my) && GetKeyModState() & KMOD_Control)
1777 DumpTileFromScreen(mx, my);
1787 #define MAX_CHEAT_INPUT_LEN 32
1789 static void HandleKeysSpecial(Key key)
1791 static char cheat_input[2 * MAX_CHEAT_INPUT_LEN + 1] = "";
1792 char letter = getCharFromKey(key);
1793 int cheat_input_len = strlen(cheat_input);
1799 if (cheat_input_len >= 2 * MAX_CHEAT_INPUT_LEN)
1801 for (i = 0; i < MAX_CHEAT_INPUT_LEN + 1; i++)
1802 cheat_input[i] = cheat_input[MAX_CHEAT_INPUT_LEN + i];
1804 cheat_input_len = MAX_CHEAT_INPUT_LEN;
1807 cheat_input[cheat_input_len++] = letter;
1808 cheat_input[cheat_input_len] = '\0';
1810 #if DEBUG_EVENTS_KEY
1811 Debug("event:key:special", "'%s' [%d]\n", cheat_input, cheat_input_len);
1814 if (game_status == GAME_MODE_MAIN)
1816 if (strSuffix(cheat_input, ":insert-solution-tape") ||
1817 strSuffix(cheat_input, ":ist"))
1819 InsertSolutionTape();
1821 else if (strSuffix(cheat_input, ":play-solution-tape") ||
1822 strSuffix(cheat_input, ":pst"))
1826 else if (strSuffix(cheat_input, ":reload-graphics") ||
1827 strSuffix(cheat_input, ":rg"))
1829 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS);
1832 else if (strSuffix(cheat_input, ":reload-sounds") ||
1833 strSuffix(cheat_input, ":rs"))
1835 ReloadCustomArtwork(1 << ARTWORK_TYPE_SOUNDS);
1838 else if (strSuffix(cheat_input, ":reload-music") ||
1839 strSuffix(cheat_input, ":rm"))
1841 ReloadCustomArtwork(1 << ARTWORK_TYPE_MUSIC);
1844 else if (strSuffix(cheat_input, ":reload-artwork") ||
1845 strSuffix(cheat_input, ":ra"))
1847 ReloadCustomArtwork(1 << ARTWORK_TYPE_GRAPHICS |
1848 1 << ARTWORK_TYPE_SOUNDS |
1849 1 << ARTWORK_TYPE_MUSIC);
1852 else if (strSuffix(cheat_input, ":dump-level") ||
1853 strSuffix(cheat_input, ":dl"))
1857 else if (strSuffix(cheat_input, ":dump-tape") ||
1858 strSuffix(cheat_input, ":dt"))
1862 else if (strSuffix(cheat_input, ":undo-tape") ||
1863 strSuffix(cheat_input, ":ut"))
1867 else if (strSuffix(cheat_input, ":fix-tape") ||
1868 strSuffix(cheat_input, ":ft"))
1870 FixTape_ForceSinglePlayer();
1872 else if (strSuffix(cheat_input, ":save-native-level") ||
1873 strSuffix(cheat_input, ":snl"))
1875 SaveNativeLevel(&level);
1877 else if (strSuffix(cheat_input, ":frames-per-second") ||
1878 strSuffix(cheat_input, ":fps"))
1880 global.show_frames_per_second = !global.show_frames_per_second;
1883 else if (game_status == GAME_MODE_PLAYING)
1886 if (strSuffix(cheat_input, ".q"))
1887 DEBUG_SetMaximumDynamite();
1890 else if (game_status == GAME_MODE_EDITOR)
1892 if (strSuffix(cheat_input, ":dump-brush") ||
1893 strSuffix(cheat_input, ":DB"))
1897 else if (strSuffix(cheat_input, ":DDB"))
1902 if (GetKeyModState() & (KMOD_Control | KMOD_Meta))
1904 if (letter == 'x') // copy brush to clipboard (small size)
1906 CopyBrushToClipboard_Small();
1908 else if (letter == 'c') // copy brush to clipboard (normal size)
1910 CopyBrushToClipboard();
1912 else if (letter == 'v') // paste brush from Clipboard
1914 CopyClipboardToBrush();
1916 else if (letter == 'z') // undo or redo last operation
1918 if (GetKeyModState() & KMOD_Shift)
1919 RedoLevelEditorOperation();
1921 UndoLevelEditorOperation();
1926 // special key shortcuts for all game modes
1927 if (strSuffix(cheat_input, ":dump-event-actions") ||
1928 strSuffix(cheat_input, ":dea") ||
1929 strSuffix(cheat_input, ":DEA"))
1931 DumpGadgetIdentifiers();
1932 DumpScreenIdentifiers();
1936 boolean HandleKeysDebug(Key key, int key_status)
1941 if (key_status != KEY_PRESSED)
1944 if (game_status == GAME_MODE_PLAYING || !setup.debug.frame_delay_game_only)
1946 boolean mod_key_pressed = ((GetKeyModState() & KMOD_Valid) != KMOD_None);
1948 for (i = 0; i < NUM_DEBUG_FRAME_DELAY_KEYS; i++)
1950 if (key == setup.debug.frame_delay_key[i] &&
1951 (mod_key_pressed == setup.debug.frame_delay_use_mod_key))
1953 GameFrameDelay = (GameFrameDelay != setup.debug.frame_delay[i] ?
1954 setup.debug.frame_delay[i] : setup.game_frame_delay);
1956 if (!setup.debug.frame_delay_game_only)
1957 MenuFrameDelay = GameFrameDelay;
1959 SetVideoFrameDelay(GameFrameDelay);
1961 if (GameFrameDelay > ONE_SECOND_DELAY)
1962 Debug("event:key:debug", "frame delay == %d ms", GameFrameDelay);
1963 else if (GameFrameDelay != 0)
1964 Debug("event:key:debug", "frame delay == %d ms (max. %d fps / %d %%)",
1965 GameFrameDelay, ONE_SECOND_DELAY / GameFrameDelay,
1966 GAME_FRAME_DELAY * 100 / GameFrameDelay);
1968 Debug("event:key:debug", "frame delay == 0 ms (maximum speed)");
1975 if (game_status == GAME_MODE_PLAYING)
1979 options.debug = !options.debug;
1981 Debug("event:key:debug", "debug mode %s",
1982 (options.debug ? "enabled" : "disabled"));
1986 else if (key == KSYM_v)
1988 Debug("event:key:debug", "currently using game engine version %d",
1989 game.engine_version);
1999 void HandleKey(Key key, int key_status)
2001 boolean anyTextGadgetActiveOrJustFinished = anyTextGadgetActive();
2002 static boolean ignore_repeated_key = FALSE;
2003 static struct SetupKeyboardInfo ski;
2004 static struct SetupShortcutInfo ssi;
2013 { &ski.left, &ssi.snap_left, DEFAULT_KEY_LEFT, JOY_LEFT },
2014 { &ski.right, &ssi.snap_right, DEFAULT_KEY_RIGHT, JOY_RIGHT },
2015 { &ski.up, &ssi.snap_up, DEFAULT_KEY_UP, JOY_UP },
2016 { &ski.down, &ssi.snap_down, DEFAULT_KEY_DOWN, JOY_DOWN },
2017 { &ski.snap, NULL, DEFAULT_KEY_SNAP, JOY_BUTTON_SNAP },
2018 { &ski.drop, NULL, DEFAULT_KEY_DROP, JOY_BUTTON_DROP }
2023 if (HandleKeysDebug(key, key_status))
2024 return; // do not handle already processed keys again
2026 // map special keys (media keys / remote control buttons) to default keys
2027 if (key == KSYM_PlayPause)
2029 else if (key == KSYM_Select)
2032 HandleSpecialGameControllerKeys(key, key_status);
2034 if (game_status == GAME_MODE_PLAYING)
2036 // only needed for single-step tape recording mode
2037 static boolean has_snapped[MAX_PLAYERS] = { FALSE, FALSE, FALSE, FALSE };
2040 for (pnr = 0; pnr < MAX_PLAYERS; pnr++)
2042 byte key_action = 0;
2043 byte key_snap_action = 0;
2045 if (setup.input[pnr].use_joystick)
2048 ski = setup.input[pnr].key;
2050 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
2051 if (key == *key_info[i].key_custom)
2052 key_action |= key_info[i].action;
2054 // use combined snap+direction keys for the first player only
2057 ssi = setup.shortcut;
2059 // also remember normal snap key when handling snap+direction keys
2060 key_snap_action |= key_action & JOY_BUTTON_SNAP;
2062 for (i = 0; i < NUM_DIRECTIONS; i++)
2064 if (key == *key_info[i].key_snap)
2066 key_action |= key_info[i].action | JOY_BUTTON_SNAP;
2067 key_snap_action |= key_info[i].action;
2072 if (key_status == KEY_PRESSED)
2074 stored_player[pnr].action |= key_action;
2075 stored_player[pnr].snap_action |= key_snap_action;
2079 stored_player[pnr].action &= ~key_action;
2080 stored_player[pnr].snap_action &= ~key_snap_action;
2083 // restore snap action if one of several pressed snap keys was released
2084 if (stored_player[pnr].snap_action)
2085 stored_player[pnr].action |= JOY_BUTTON_SNAP;
2087 if (tape.recording && tape.pausing && tape.use_key_actions)
2089 if (tape.single_step)
2091 if (key_status == KEY_PRESSED && key_action & KEY_MOTION)
2093 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2095 // if snap key already pressed, keep pause mode when releasing
2096 if (stored_player[pnr].action & KEY_BUTTON_SNAP)
2097 has_snapped[pnr] = TRUE;
2099 else if (key_status == KEY_PRESSED && key_action & KEY_BUTTON_DROP)
2101 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2103 if (level.game_engine_type == GAME_ENGINE_TYPE_SP &&
2104 getRedDiskReleaseFlag_SP() == 0)
2106 // add a single inactive frame before dropping starts
2107 stored_player[pnr].action &= ~KEY_BUTTON_DROP;
2108 stored_player[pnr].force_dropping = TRUE;
2111 else if (key_status == KEY_RELEASED && key_action & KEY_BUTTON_SNAP)
2113 // if snap key was pressed without direction, leave pause mode
2114 if (!has_snapped[pnr])
2115 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2117 has_snapped[pnr] = FALSE;
2122 // prevent key release events from un-pausing a paused game
2123 if (key_status == KEY_PRESSED && key_action & KEY_ACTION)
2124 TapeTogglePause(TAPE_TOGGLE_MANUAL);
2128 // for MM style levels, handle in-game keyboard input in HandleJoystick()
2129 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2135 for (i = 0; i < NUM_PLAYER_ACTIONS; i++)
2136 if (key == key_info[i].key_default)
2137 joy |= key_info[i].action;
2142 if (key_status == KEY_PRESSED)
2143 key_joystick_mapping |= joy;
2145 key_joystick_mapping &= ~joy;
2150 if (game_status != GAME_MODE_PLAYING)
2151 key_joystick_mapping = 0;
2153 if (key_status == KEY_RELEASED)
2155 // reset flag to ignore repeated "key pressed" events after key release
2156 ignore_repeated_key = FALSE;
2161 if ((key == KSYM_F11 ||
2162 ((key == KSYM_Return ||
2163 key == KSYM_KP_Enter) && (GetKeyModState() & KMOD_Alt))) &&
2164 video.fullscreen_available &&
2165 !ignore_repeated_key)
2167 setup.fullscreen = !setup.fullscreen;
2169 ToggleFullscreenIfNeeded();
2171 if (game_status == GAME_MODE_SETUP)
2172 RedrawSetupScreenAfterFullscreenToggle();
2174 UpdateMousePosition();
2176 // set flag to ignore repeated "key pressed" events
2177 ignore_repeated_key = TRUE;
2182 if ((key == KSYM_0 || key == KSYM_KP_0 ||
2183 key == KSYM_minus || key == KSYM_KP_Subtract ||
2184 key == KSYM_plus || key == KSYM_KP_Add ||
2185 key == KSYM_equal) && // ("Shift-=" is "+" on US keyboards)
2186 (GetKeyModState() & (KMOD_Control | KMOD_Meta)) &&
2187 video.window_scaling_available &&
2188 !video.fullscreen_enabled)
2190 if (key == KSYM_0 || key == KSYM_KP_0)
2191 setup.window_scaling_percent = STD_WINDOW_SCALING_PERCENT;
2192 else if (key == KSYM_minus || key == KSYM_KP_Subtract)
2193 setup.window_scaling_percent -= STEP_WINDOW_SCALING_PERCENT;
2195 setup.window_scaling_percent += STEP_WINDOW_SCALING_PERCENT;
2197 if (setup.window_scaling_percent < MIN_WINDOW_SCALING_PERCENT)
2198 setup.window_scaling_percent = MIN_WINDOW_SCALING_PERCENT;
2199 else if (setup.window_scaling_percent > MAX_WINDOW_SCALING_PERCENT)
2200 setup.window_scaling_percent = MAX_WINDOW_SCALING_PERCENT;
2202 ChangeWindowScalingIfNeeded();
2204 if (game_status == GAME_MODE_SETUP)
2205 RedrawSetupScreenAfterFullscreenToggle();
2207 UpdateMousePosition();
2212 // some key events are handled like clicks for global animations
2213 boolean click = (key == KSYM_space ||
2214 key == KSYM_Return ||
2215 key == KSYM_Escape);
2217 if (click && HandleGlobalAnimClicks(-1, -1, MB_LEFTBUTTON, TRUE))
2219 // do not handle this key event anymore
2220 if (key != KSYM_Escape) // always allow ESC key to be handled
2224 if (game_status == GAME_MODE_PLAYING && game.all_players_gone &&
2225 (key == KSYM_Return || key == setup.shortcut.toggle_pause))
2232 if (game_status == GAME_MODE_MAIN &&
2233 (key == setup.shortcut.toggle_pause || key == KSYM_space))
2235 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
2240 if (game_status == GAME_MODE_MAIN || game_status == GAME_MODE_PLAYING)
2242 if (key == setup.shortcut.save_game)
2244 else if (key == setup.shortcut.load_game)
2246 else if (key == setup.shortcut.toggle_pause)
2247 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
2249 HandleTapeButtonKeys(key);
2250 HandleSoundButtonKeys(key);
2253 if (game_status == GAME_MODE_PLAYING && !network_playing)
2255 int centered_player_nr_next = -999;
2257 if (key == setup.shortcut.focus_player_all)
2258 centered_player_nr_next = -1;
2260 for (i = 0; i < MAX_PLAYERS; i++)
2261 if (key == setup.shortcut.focus_player[i])
2262 centered_player_nr_next = i;
2264 if (centered_player_nr_next != -999)
2266 game.centered_player_nr_next = centered_player_nr_next;
2267 game.set_centered_player = TRUE;
2271 tape.centered_player_nr_next = game.centered_player_nr_next;
2272 tape.set_centered_player = TRUE;
2277 HandleKeysSpecial(key);
2279 if (HandleGadgetsKeyInput(key))
2280 return; // do not handle already processed keys again
2282 switch (game_status)
2284 case GAME_MODE_PSEUDO_TYPENAME:
2285 HandleTypeName(0, key);
2288 case GAME_MODE_TITLE:
2289 case GAME_MODE_MAIN:
2290 case GAME_MODE_LEVELS:
2291 case GAME_MODE_LEVELNR:
2292 case GAME_MODE_SETUP:
2293 case GAME_MODE_INFO:
2294 case GAME_MODE_SCORES:
2296 if (anyTextGadgetActiveOrJustFinished && key != KSYM_Escape)
2303 if (game_status == GAME_MODE_TITLE)
2304 HandleTitleScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2305 else if (game_status == GAME_MODE_MAIN)
2306 HandleMainMenu(0, 0, 0, 0, MB_MENU_CHOICE);
2307 else if (game_status == GAME_MODE_LEVELS)
2308 HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_CHOICE);
2309 else if (game_status == GAME_MODE_LEVELNR)
2310 HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_CHOICE);
2311 else if (game_status == GAME_MODE_SETUP)
2312 HandleSetupScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2313 else if (game_status == GAME_MODE_INFO)
2314 HandleInfoScreen(0, 0, 0, 0, MB_MENU_CHOICE);
2315 else if (game_status == GAME_MODE_SCORES)
2316 HandleHallOfFame(0, 0, 0, 0, MB_MENU_CHOICE);
2320 if (game_status != GAME_MODE_MAIN)
2321 FadeSkipNextFadeIn();
2323 if (game_status == GAME_MODE_TITLE)
2324 HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2325 else if (game_status == GAME_MODE_LEVELS)
2326 HandleChooseLevelSet(0, 0, 0, 0, MB_MENU_LEAVE);
2327 else if (game_status == GAME_MODE_LEVELNR)
2328 HandleChooseLevelNr(0, 0, 0, 0, MB_MENU_LEAVE);
2329 else if (game_status == GAME_MODE_SETUP)
2330 HandleSetupScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2331 else if (game_status == GAME_MODE_INFO)
2332 HandleInfoScreen(0, 0, 0, 0, MB_MENU_LEAVE);
2333 else if (game_status == GAME_MODE_SCORES)
2334 HandleHallOfFame(0, 0, 0, 0, MB_MENU_LEAVE);
2338 if (game_status == GAME_MODE_LEVELS)
2339 HandleChooseLevelSet(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2340 else if (game_status == GAME_MODE_LEVELNR)
2341 HandleChooseLevelNr(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2342 else if (game_status == GAME_MODE_SETUP)
2343 HandleSetupScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2344 else if (game_status == GAME_MODE_INFO)
2345 HandleInfoScreen(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2346 else if (game_status == GAME_MODE_SCORES)
2347 HandleHallOfFame(0, 0, 0, -1 * SCROLL_PAGE, MB_MENU_MARK);
2350 case KSYM_Page_Down:
2351 if (game_status == GAME_MODE_LEVELS)
2352 HandleChooseLevelSet(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2353 else if (game_status == GAME_MODE_LEVELNR)
2354 HandleChooseLevelNr(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2355 else if (game_status == GAME_MODE_SETUP)
2356 HandleSetupScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2357 else if (game_status == GAME_MODE_INFO)
2358 HandleInfoScreen(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2359 else if (game_status == GAME_MODE_SCORES)
2360 HandleHallOfFame(0, 0, 0, +1 * SCROLL_PAGE, MB_MENU_MARK);
2368 case GAME_MODE_EDITOR:
2369 if (!anyTextGadgetActiveOrJustFinished || key == KSYM_Escape)
2370 HandleLevelEditorKeyInput(key);
2373 case GAME_MODE_PLAYING:
2378 RequestQuitGame(setup.ask_on_escape);
2388 if (key == KSYM_Escape)
2390 SetGameStatus(GAME_MODE_MAIN);
2399 void HandleNoEvent(void)
2401 HandleMouseCursor();
2403 switch (game_status)
2405 case GAME_MODE_PLAYING:
2406 HandleButtonOrFinger(-1, -1, -1);
2411 void HandleEventActions(void)
2413 // if (button_status && game_status != GAME_MODE_PLAYING)
2414 if (button_status && (game_status != GAME_MODE_PLAYING ||
2416 level.game_engine_type == GAME_ENGINE_TYPE_MM))
2418 HandleButton(0, 0, button_status, -button_status);
2425 if (network.enabled)
2428 switch (game_status)
2430 case GAME_MODE_MAIN:
2431 DrawPreviewLevelAnimation();
2434 case GAME_MODE_EDITOR:
2435 HandleLevelEditorIdle();
2443 static void HandleTileCursor(int dx, int dy, int button)
2446 ClearPlayerMouseAction();
2453 SetPlayerMouseAction(tile_cursor.x, tile_cursor.y,
2454 (dx < 0 ? MB_LEFTBUTTON :
2455 dx > 0 ? MB_RIGHTBUTTON : MB_RELEASED));
2457 else if (!tile_cursor.moving)
2459 int old_xpos = tile_cursor.xpos;
2460 int old_ypos = tile_cursor.ypos;
2461 int new_xpos = old_xpos;
2462 int new_ypos = old_ypos;
2464 if (IN_LEV_FIELD(old_xpos + dx, old_ypos))
2465 new_xpos = old_xpos + dx;
2467 if (IN_LEV_FIELD(old_xpos, old_ypos + dy))
2468 new_ypos = old_ypos + dy;
2470 SetTileCursorTargetXY(new_xpos, new_ypos);
2474 static int HandleJoystickForAllPlayers(void)
2478 boolean no_joysticks_configured = TRUE;
2479 boolean use_as_joystick_nr = (game_status != GAME_MODE_PLAYING);
2480 static byte joy_action_last[MAX_PLAYERS];
2482 for (i = 0; i < MAX_PLAYERS; i++)
2483 if (setup.input[i].use_joystick)
2484 no_joysticks_configured = FALSE;
2486 // if no joysticks configured, map connected joysticks to players
2487 if (no_joysticks_configured)
2488 use_as_joystick_nr = TRUE;
2490 for (i = 0; i < MAX_PLAYERS; i++)
2492 byte joy_action = 0;
2494 joy_action = JoystickExt(i, use_as_joystick_nr);
2495 result |= joy_action;
2497 if ((setup.input[i].use_joystick || no_joysticks_configured) &&
2498 joy_action != joy_action_last[i])
2499 stored_player[i].action = joy_action;
2501 joy_action_last[i] = joy_action;
2507 void HandleJoystick(void)
2509 static unsigned int joytest_delay = 0;
2510 static unsigned int joytest_delay_value = GADGET_FRAME_DELAY;
2511 static int joytest_last = 0;
2512 int delay_value_first = GADGET_FRAME_DELAY_FIRST;
2513 int delay_value = GADGET_FRAME_DELAY;
2514 int joystick = HandleJoystickForAllPlayers();
2515 int keyboard = key_joystick_mapping;
2516 int joy = (joystick | keyboard);
2517 int joytest = joystick;
2518 int left = joy & JOY_LEFT;
2519 int right = joy & JOY_RIGHT;
2520 int up = joy & JOY_UP;
2521 int down = joy & JOY_DOWN;
2522 int button = joy & JOY_BUTTON;
2523 int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED);
2524 int dx = (left ? -1 : right ? 1 : 0);
2525 int dy = (up ? -1 : down ? 1 : 0);
2526 boolean use_delay_value_first = (joytest != joytest_last);
2528 if (HandleGlobalAnimClicks(-1, -1, newbutton, FALSE))
2530 // do not handle this button event anymore
2534 if (newbutton && (game_status == GAME_MODE_PSEUDO_TYPENAME ||
2535 anyTextGadgetActive()))
2537 // leave name input in main menu or text input gadget
2538 HandleKey(KSYM_Escape, KEY_PRESSED);
2539 HandleKey(KSYM_Escape, KEY_RELEASED);
2544 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2546 if (game_status == GAME_MODE_PLAYING)
2548 // when playing MM style levels, also use delay for keyboard events
2549 joytest |= keyboard;
2551 // only use first delay value for new events, but not for changed events
2552 use_delay_value_first = (!joytest != !joytest_last);
2554 // only use delay after the initial keyboard event
2558 // for any joystick or keyboard event, enable playfield tile cursor
2559 if (dx || dy || button)
2560 SetTileCursorEnabled(TRUE);
2563 if (joytest && !button && !DelayReached(&joytest_delay, joytest_delay_value))
2565 // delay joystick/keyboard actions if axes/keys continually pressed
2566 newbutton = dx = dy = 0;
2570 // first start with longer delay, then continue with shorter delay
2571 joytest_delay_value =
2572 (use_delay_value_first ? delay_value_first : delay_value);
2575 joytest_last = joytest;
2577 switch (game_status)
2579 case GAME_MODE_TITLE:
2580 case GAME_MODE_MAIN:
2581 case GAME_MODE_LEVELS:
2582 case GAME_MODE_LEVELNR:
2583 case GAME_MODE_SETUP:
2584 case GAME_MODE_INFO:
2585 case GAME_MODE_SCORES:
2587 if (anyTextGadgetActive())
2590 if (game_status == GAME_MODE_TITLE)
2591 HandleTitleScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2592 else if (game_status == GAME_MODE_MAIN)
2593 HandleMainMenu(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2594 else if (game_status == GAME_MODE_LEVELS)
2595 HandleChooseLevelSet(0,0,dx,dy,newbutton?MB_MENU_CHOICE : MB_MENU_MARK);
2596 else if (game_status == GAME_MODE_LEVELNR)
2597 HandleChooseLevelNr(0,0,dx,dy,newbutton? MB_MENU_CHOICE : MB_MENU_MARK);
2598 else if (game_status == GAME_MODE_SETUP)
2599 HandleSetupScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2600 else if (game_status == GAME_MODE_INFO)
2601 HandleInfoScreen(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2602 else if (game_status == GAME_MODE_SCORES)
2603 HandleHallOfFame(0,0,dx,dy, newbutton ? MB_MENU_CHOICE : MB_MENU_MARK);
2608 case GAME_MODE_PLAYING:
2610 // !!! causes immediate GameEnd() when solving MM level with keyboard !!!
2611 if (tape.playing || keyboard)
2612 newbutton = ((joy & JOY_BUTTON) != 0);
2615 if (newbutton && game.all_players_gone)
2622 if (tape.recording && tape.pausing && tape.use_key_actions)
2624 if (tape.single_step)
2626 if (joystick & JOY_ACTION)
2627 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
2631 if (joystick & JOY_ACTION)
2632 TapeTogglePause(TAPE_TOGGLE_MANUAL);
2636 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
2637 HandleTileCursor(dx, dy, button);
2646 void HandleSpecialGameControllerButtons(Event *event)
2651 switch (event->type)
2653 case SDL_CONTROLLERBUTTONDOWN:
2654 key_status = KEY_PRESSED;
2657 case SDL_CONTROLLERBUTTONUP:
2658 key_status = KEY_RELEASED;
2665 switch (event->cbutton.button)
2667 case SDL_CONTROLLER_BUTTON_START:
2671 case SDL_CONTROLLER_BUTTON_BACK:
2679 HandleKey(key, key_status);
2682 void HandleSpecialGameControllerKeys(Key key, int key_status)
2684 #if defined(KSYM_Rewind) && defined(KSYM_FastForward)
2685 int button = SDL_CONTROLLER_BUTTON_INVALID;
2687 // map keys to joystick buttons (special hack for Amazon Fire TV remote)
2688 if (key == KSYM_Rewind)
2689 button = SDL_CONTROLLER_BUTTON_A;
2690 else if (key == KSYM_FastForward || key == KSYM_Menu)
2691 button = SDL_CONTROLLER_BUTTON_B;
2693 if (button != SDL_CONTROLLER_BUTTON_INVALID)
2697 event.type = (key_status == KEY_PRESSED ? SDL_CONTROLLERBUTTONDOWN :
2698 SDL_CONTROLLERBUTTONUP);
2700 event.cbutton.which = 0; // first joystick (Amazon Fire TV remote)
2701 event.cbutton.button = button;
2702 event.cbutton.state = (key_status == KEY_PRESSED ? SDL_PRESSED :
2705 HandleJoystickEvent(&event);
2710 boolean DoKeysymAction(int keysym)
2714 Key key = (Key)(-keysym);
2716 HandleKey(key, KEY_PRESSED);
2717 HandleKey(key, KEY_RELEASED);